Age | Commit message (Collapse) | Author |
|
|
|
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
|
|
|
|
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
|
|
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
|
|
|
|
Thanks to neikeq for the initial work.
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
|
|
|
|
And another piece of dead code found while searching for "use_builtin".
|
|
|
|
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
|
|
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
|
|
|
|
|
|
|
|
Replaced by "move_toward"
|
|
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
|
|
Gallilus/VisualScript-drop-preload-nodes-change-action-name
Change "Add Preload Node" action to "Add Node(s)"
|
|
The action might also drop Custom Nodes
|
|
|
|
|
|
Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
|
|
DavidCambre/Expose_VisualScriptCustomNode_TypeHints_m
|
|
Use the standard C `INFINITY` and `NAN` constants directly
|
|
DavidCambre/VisualScriptFunction_Call_Set_Get_Improvement-2
VisualScriptFunctionNodes Improvements
|
|
Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
|
|
The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.
Some portions of the code were already using `INFINITY` directly.
|
|
This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get
Uniform design.
Drag in set-get from tree is now working.
Removes redundant method_select popup.
|
|
This pull request fixes an issue where the visual script icons weren't representative of their data.
|
|
Allow dropping custom node scripts in VisualScript editor
|
|
Optimize StringName usage
|
|
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
|
|
|
|
Allows to drop custom node scripts directly in VisualScript
|
|
|
|
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
|
|
|
|
|
|
Also use const more often.
|
|
|
|
|
|
|
|
|
|
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
|
|
|
|
theoway/missing_description_vs_search_window_fixed
Fixes missing descriptions in Visual Script search window when adding nodes
|
|
|
|
|
|
|
|
|